Wizard
Base Class: Wizard

Some people are lucky; others are not. A few make their own luck. A fatespinner (also called a "mage of many fates") has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. When one event occurs, innumerable possible ones do not as the universe blindly seeks balance. Through newfound understanding, the fatespinner satisfies that blind seeking - with prejudice. A wizard who is familiar with these concepts can increase the probability of events in their favor.

 Many fatespinners begin as wizards who are frustrated by a run of bad luck. Who has not cast a spell, hoping fervently but impotently for a particular outcome, or sadly noted the astounding luck of an enemy who resists spell after spell? Fatespinners seek to apply some control over the seeming vagaries of chance - fortune for themselves, misfortune for their foes.

 Most fatespinners are often found in positions of power and authority, as would be expected from those able to directly affect their own destiny. However, there are still those that continue to ply the world, honing their abilities and seeking their ultimate fortune.

Spin Fate

When you adopt this tradition at 2nd level, you can manipulate a force that fatespinners refer to as spin. This force is represented by spin points, which you can spend to make your spells more effective. You have a number of spin points equal to your Wizard level. When you cast a spell of first level or higher that you have prepared, you may spend a number of spin points equal to no more than your intelligence modifier. If you do, you may increase that spell’s save DC or attack bonus by the number of points spent. This feature can only be used once per spell, and can be used after you make an attack roll but before the outcome is determined. You gain all spent spin points when you finish a short or long rest.

Fickle Finger of Fate

Starting at 2nd level, you gain the ability to affect the luck of others. Once per short or long rest, you can use your reaction to cause any creature, including yourself to reroll an attack roll, ability check, or saving throw that it has just made. The result of the reroll must be used, regardless of whether or not it is more favorable than the original roll.

Spin Destiny

Starting at 6th level, you can use accumulated spin to adjust other events. You can spend a number of spin points up to your Intelligence modifier to add a bonus to any ability check, attack roll, or saving throw you make equal to the number of points spent, as long as you aren’t unconscious.

Deny Fate

Starting at 10th level, the first time per long rest you are required to make a death saving throw, it automatically succeeds.

Seal Fate

Starting at 14th level, you learn to meddle in success and failure, even in life and death, sealing the fate of a friend or foe. As a bonus action, you can choose a target creature you can see within 30 feet and give that creature a +10 bonus or -10 penalty on the first saving throw it makes before your next turn. If no spell or effect causes the creature to make a saving throw before the beginning of your next turn, the creature is no longer affected by the bonus/penalty. Once you use this feature, you cannot use it again until you finish a long rest.

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